Here is a list of all namespaces with brief descriptions:
[detail level 12]
▼Ngodot | |
CBeaconPowerup | Area3D that inverts the attack classes of any turret object that it comes into contact with. Resets effects when it is destroyed |
CBeam | Area3D with a MeshInstance3D that resizes itself based on a from and to position and damages any objects that enter it. Requires a child collision shape and mesh instance. Both with Capsule primitive shapes |
CCarPhysics | Subclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour of a physical car |
CCarPlayer | Sandboxed subclass of CarPhysics |
CDamageArea | Collision area that damages nodes of the given types when entered |
CDrone | An enemy drone, moves around using navigation. Model is expected to float well above the transform origin |
CEndScreen | The game-over screen, used both when the player has won and lost the game |
CEnemyCar | The enemy car, inherits CarPhysics subclass sandbox and uses a NavigationAgent3D to direct it |
CEnemySpawnpoint | Child node to Spawner denoting a place where a car, drone or key can be spawned |
CEnemyTargetBody | Collider signifying which part of an enemy can be targeted. Used only for drones because their "real" position is on the ground below where the "drone" is flying |
CExitDoor | Listener for the all_keys_found Observer. Plays the "open" animation when the observer is broadcast |
CExitTrigger | Area3D that notifies the RallyRushGameMode that the player has exited the game when hit by the CarPlayer. Only if the player has found exactly 3 keys |
CGameUI | The in-game HUD |
CKeyPickup | Area3D that notifies the RallyRushGameMode and destroys itself when the player enters it |
CMenuUI | The main menu UI parent |
CRallyRushGameMode | Game mode for Rally Rush. Mainly serves as a scorekeeper and patchbay for Observers. Inherits from GameMode so it can be referenced by a level and managed by the GameRoot3D |
CShieldPowerup | Object for the player's "shield" powerup. Collision area that destroys all cars that hit it |
CSpawner | Singleton managing enemy and key spawning. Spawns a single enemy at an interval, selecting drone or car based on which is required or taking turns if both. Spawns three keys at the start of the game |
CTurret | Generic turret class with the ability to target any type of node as configured. Used for both the player's roof turret pickup and the enemy turrets |
CWeaponPickup | Item box that can be found around the map. Triggers a pickup on the player when hit |